chore: update to 1a80092c18ddfeb31ec1252f47f71d344a7fd0ab

This commit is contained in:
Rekai Nyangadzayi Musuka 2024-03-22 09:49:07 -05:00
parent a72541e23e
commit e009f01d38
7 changed files with 826 additions and 591 deletions

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@ -1,4 +1,4 @@
# zgui v1.89.6 - dear imgui bindings # zgui v0.1.0 - dear imgui bindings
Easy to use, hand-crafted API with default arguments, named parameters and Zig style text formatting. [Here](https://github.com/michal-z/zig-gamedev/tree/main/samples/minimal_zgpu_zgui) is a simple sample application, and [here](https://github.com/michal-z/zig-gamedev/tree/main/samples/gui_test_wgpu) is a full one. Easy to use, hand-crafted API with default arguments, named parameters and Zig style text formatting. [Here](https://github.com/michal-z/zig-gamedev/tree/main/samples/minimal_zgpu_zgui) is a simple sample application, and [here](https://github.com/michal-z/zig-gamedev/tree/main/samples/gui_test_wgpu) is a full one.
@ -11,64 +11,41 @@ Easy to use, hand-crafted API with default arguments, named parameters and Zig s
## Getting started ## Getting started
Copy `zgui` folder to a `libs` subdirectory of the root of your project and add the following to your `build.zig.zon` .dependencies: Copy `zgui` to a subdirectory in your project and add the following to your `build.zig.zon` .dependencies:
```zig ```zig
.zgui = .{ .path = "libs/zgui" }, .zgui = .{ .path = "libs/zgui" },
``` ```
To get glfw/wgpu rendering backend working also copy `zgpu`, `zglfw`, `zpool` and `system-sdk` folders and add the depenency paths (see [zgpu](https://github.com/zig-gamedev/zig-gamedev/tree/main/libs/zgpu) for the details). Alternatively, you can provide your own rendering backend by specifying `.no_backend` in the package options. To get glfw/wgpu rendering backend working also copy `zglfw`, `system-sdk`, `zgpu` and `zpool` folders and add the depenency paths (see [zgpu](https://github.com/zig-gamedev/zig-gamedev/tree/main/libs/zgpu) for the details).
Then in your `build.zig` add: Then in your `build.zig` add:
```zig ```zig
const zgui = @import("zgui");
// Needed for glfw/wgpu rendering backend
const zglfw = @import("zglfw");
const zgpu = @import("zgpu");
const zpool = @import("zpool");
pub fn build(b: *std.Build) void { pub fn build(b: *std.Build) void {
... const exe = b.addExecutable(.{ ... });
const optimize = b.standardOptimizeOption(.{});
const target = b.standardTargetOptions(.{});
const zgui_pkg = zgui.package(b, target, optimize, .{ const zgui = b.dependency("zgui", .{
.options = .{ .backend = .glfw_wgpu }, .shared = false,
.with_implot = true,
}); });
exe.root_module.addImport("zgui", zgui.module("root"));
exe.linkLibrary(zgui.artifact("imgui"));
zgui_pkg.link(exe); { // Needed for glfw/wgpu rendering backend
const zglfw = b.dependency("zglfw", .{});
exe.root_module.addImport("zglfw", zglfw.module("root"));
exe.linkLibrary(zglfw.artifact("glfw"));
// Needed for glfw/wgpu rendering backend const zpool = b.dependency("zpool", .{});
const zglfw_pkg = zglfw.package(b, target, optimize, .{}); exe.root_module.addImport("zpool", zglfw.module("root"));
const zpool_pkg = zpool.package(b, target, optimize, .{});
const zgpu_pkg = zgpu.package(b, target, optimize, .{
.deps = .{ .zpool = zpool_pkg.zpool, .zglfw = zglfw_pkg.zglfw },
});
zglfw_pkg.link(exe); const zgpu = b.dependency("zgpu", .{});
zgpu_pkg.link(exe); exe.root_module.addImport("zgpu", zglfw.module("root"));
exe.linkLibrary(zglfw.artifact("wgpu"));
}
} }
``` ```
You may also include zgui without bundled imgui or implot:
```zig
// In build.zig
const pkg = zgui.package(b, exe.target, .ReleaseSafe, .{
.options = .{
.backend = .no_backend,
.with_imgui = false,
.with_implot = false,
},
});
const lib = pkg.zgui_c_cpp;
lib.defineCMacro("IMGUI_USER_CONFIG",
\\"../imconfig_custom.h"
);
lib.addIncludePath("lib/imgui");
```
Now in your code you may import and use `zgui`: Now in your code you may import and use `zgui`:
```zig ```zig

228
build.zig
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@ -4,61 +4,47 @@ pub const Backend = enum {
no_backend, no_backend,
glfw_wgpu, glfw_wgpu,
glfw_opengl3, glfw_opengl3,
glfw_dx12,
win32_dx12, win32_dx12,
}; };
const default_options = struct { pub fn build(b: *std.Build) void {
const shared = false; const optimize = b.standardOptimizeOption(.{});
const with_imgui = true; const target = b.standardTargetOptions(.{});
const with_implot = true;
};
pub const Options = struct { const options = .{
backend: Backend, .backend = b.option(Backend, "backend", "Backend to build (default: no_backend)") orelse .no_backend,
shared: bool = default_options.shared, .shared = b.option(
/// use bundled imgui source bool,
with_imgui: bool = default_options.with_imgui, "shared",
/// use bundled implot source "Bulid as a shared library",
with_implot: bool = default_options.with_implot, ) orelse false,
}; .with_implot = b.option(
bool,
"with_implot",
"Build with bundled implot source",
) orelse true,
};
pub const Package = struct { const options_step = b.addOptions();
options: Options, inline for (std.meta.fields(@TypeOf(options))) |field| {
zgui: *std.Build.Module, options_step.addOption(field.type, field.name, @field(options, field.name));
zgui_options: *std.Build.Module,
zgui_c_cpp: *std.Build.Step.Compile,
pub fn link(pkg: Package, exe: *std.Build.Step.Compile) void {
exe.linkLibrary(pkg.zgui_c_cpp);
exe.root_module.addImport("zgui", pkg.zgui);
exe.root_module.addImport("zgui_options", pkg.zgui_options);
} }
};
pub fn package( const options_module = options_step.createModule();
b: *std.Build,
target: std.Build.ResolvedTarget,
optimize: std.builtin.Mode,
args: struct {
options: Options,
},
) Package {
const step = b.addOptions();
step.addOption(Backend, "backend", args.options.backend);
step.addOption(bool, "shared", args.options.shared);
const zgui_options = step.createModule(); _ = b.addModule("root", .{
.root_source_file = .{ .path = "src/gui.zig" },
const zgui = b.addModule("zgui", .{
.root_source_file = .{ .path = thisDir() ++ "/src/gui.zig" },
.imports = &.{ .imports = &.{
.{ .name = "zgui_options", .module = zgui_options }, .{ .name = "zgui_options", .module = options_module },
}, },
}); });
const zgui_c_cpp = if (args.options.shared) blk: { const cflags = &.{"-fno-sanitize=undefined"};
const imgui = if (options.shared) blk: {
const lib = b.addSharedLibrary(.{ const lib = b.addSharedLibrary(.{
.name = "zgui", .name = "imgui",
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}); });
@ -76,147 +62,113 @@ pub fn package(
break :blk lib; break :blk lib;
} else b.addStaticLibrary(.{ } else b.addStaticLibrary(.{
.name = "zgui", .name = "imgui",
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}); });
zgui_c_cpp.addIncludePath(.{ .path = thisDir() ++ "/libs" }); b.installArtifact(imgui);
zgui_c_cpp.addIncludePath(.{ .path = thisDir() ++ "/libs/imgui" });
const abi = target.result.abi; imgui.addIncludePath(.{ .path = "libs" });
zgui_c_cpp.linkLibC(); imgui.addIncludePath(.{ .path = "libs/imgui" });
if (abi != .msvc)
zgui_c_cpp.linkLibCpp();
const cflags = &.{"-fno-sanitize=undefined"}; imgui.linkLibC();
if (target.result.abi != .msvc)
imgui.linkLibCpp();
zgui_c_cpp.addCSourceFile(.{ imgui.addCSourceFile(.{
.file = .{ .path = thisDir() ++ "/src/zgui.cpp" }, .file = .{ .path = "src/zgui.cpp" },
.flags = cflags, .flags = cflags,
}); });
if (args.options.with_imgui) { imgui.addCSourceFiles(.{
zgui_c_cpp.addCSourceFiles(.{ .files = &.{
.files = &.{ "libs/imgui/imgui.cpp",
thisDir() ++ "/libs/imgui/imgui.cpp", "libs/imgui/imgui_widgets.cpp",
thisDir() ++ "/libs/imgui/imgui_widgets.cpp", "libs/imgui/imgui_tables.cpp",
thisDir() ++ "/libs/imgui/imgui_tables.cpp", "libs/imgui/imgui_draw.cpp",
thisDir() ++ "/libs/imgui/imgui_draw.cpp", "libs/imgui/imgui_demo.cpp",
thisDir() ++ "/libs/imgui/imgui_demo.cpp", },
}, .flags = cflags,
.flags = cflags, });
});
}
if (args.options.with_implot) { if (options.with_implot) {
zgui_c_cpp.defineCMacro("ZGUI_IMPLOT", "1"); imgui.defineCMacro("ZGUI_IMPLOT", "1");
zgui_c_cpp.addCSourceFiles(.{ imgui.addCSourceFiles(.{
.files = &.{ .files = &.{
thisDir() ++ "/libs/imgui/implot_demo.cpp", "libs/imgui/implot_demo.cpp",
thisDir() ++ "/libs/imgui/implot.cpp", "libs/imgui/implot.cpp",
thisDir() ++ "/libs/imgui/implot_items.cpp", "libs/imgui/implot_items.cpp",
}, },
.flags = cflags, .flags = cflags,
}); });
} else { } else {
zgui_c_cpp.defineCMacro("ZGUI_IMPLOT", "0"); imgui.defineCMacro("ZGUI_IMPLOT", "0");
} }
switch (args.options.backend) { switch (options.backend) {
.glfw_wgpu => { .glfw_wgpu => {
const zglfw = b.dependency("zglfw", .{}); const zglfw = b.dependency("zglfw", .{});
const zgpu = b.dependency("zgpu", .{}); const zgpu = b.dependency("zgpu", .{});
zgui_c_cpp.addIncludePath(.{ .path = zglfw.path("libs/glfw/include").getPath(b) }); imgui.addIncludePath(.{ .path = zglfw.path("libs/glfw/include").getPath(b) });
zgui_c_cpp.addIncludePath(.{ .path = zgpu.path("libs/dawn/include").getPath(b) }); imgui.addIncludePath(.{ .path = zgpu.path("libs/dawn/include").getPath(b) });
zgui_c_cpp.addCSourceFiles(.{ imgui.addCSourceFiles(.{
.files = &.{ .files = &.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", "libs/imgui/backends/imgui_impl_glfw.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_wgpu.cpp", "libs/imgui/backends/imgui_impl_wgpu.cpp",
}, },
.flags = cflags, .flags = cflags,
}); });
}, },
.glfw_opengl3 => { .glfw_opengl3 => {
const zglfw = b.dependency("zglfw", .{}); const zglfw = b.dependency("zglfw", .{});
zgui_c_cpp.addIncludePath(.{ .path = zglfw.path("libs/glfw/include").getPath(b) }); imgui.addIncludePath(.{ .path = zglfw.path("libs/glfw/include").getPath(b) });
zgui_c_cpp.addCSourceFiles(.{ imgui.addCSourceFiles(.{
.files = &.{ .files = &.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", "libs/imgui/backends/imgui_impl_glfw.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", "libs/imgui/backends/imgui_impl_opengl3.cpp",
}, },
.flags = &(cflags.* ++ .{"-DIMGUI_IMPL_OPENGL_LOADER_CUSTOM"}), .flags = &(cflags.* ++ .{"-DIMGUI_IMPL_OPENGL_LOADER_CUSTOM"}),
}); });
}, },
.win32_dx12 => { .glfw_dx12 => {
zgui_c_cpp.addCSourceFiles(.{ const zglfw = b.dependency("zglfw", .{});
imgui.addIncludePath(.{ .path = zglfw.path("libs/glfw/include").getPath(b) });
imgui.addCSourceFiles(.{
.files = &.{ .files = &.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_win32.cpp", "libs/imgui/backends/imgui_impl_glfw.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_dx12.cpp", "libs/imgui/backends/imgui_impl_dx12.cpp",
}, },
.flags = cflags, .flags = cflags,
}); });
zgui_c_cpp.linkSystemLibrary("d3dcompiler_47"); imgui.linkSystemLibrary("d3dcompiler_47");
zgui_c_cpp.linkSystemLibrary("dwmapi"); },
.win32_dx12 => {
imgui.addCSourceFiles(.{
.files = &.{
"libs/imgui/backends/imgui_impl_win32.cpp",
"libs/imgui/backends/imgui_impl_dx12.cpp",
},
.flags = cflags,
});
imgui.linkSystemLibrary("d3dcompiler_47");
imgui.linkSystemLibrary("dwmapi");
}, },
.no_backend => {}, .no_backend => {},
} }
return .{
.options = args.options,
.zgui = zgui,
.zgui_options = zgui_options,
.zgui_c_cpp = zgui_c_cpp,
};
}
pub fn build(b: *std.Build) void {
const optimize = b.standardOptimizeOption(.{});
const target = b.standardTargetOptions(.{});
_ = package(b, target, optimize, .{
.options = .{
.backend = b.option(Backend, "backend", "Select backend") orelse .no_backend,
.shared = b.option(
bool,
"shared",
"Bulid as a shared library",
) orelse default_options.shared,
.with_imgui = b.option(
bool,
"with_imgui",
"Build with bundled imgui source",
) orelse default_options.with_imgui,
.with_implot = b.option(
bool,
"with_implot",
"Build with bundled implot source",
) orelse default_options.with_implot,
},
});
const test_step = b.step("test", "Run zgui tests"); const test_step = b.step("test", "Run zgui tests");
test_step.dependOn(runTests(b, optimize, target));
}
pub fn runTests( const tests = b.addTest(.{
b: *std.Build, .name = "zgui-tests",
optimize: std.builtin.OptimizeMode, .root_source_file = .{ .path = "src/gui.zig" },
target: std.Build.ResolvedTarget,
) *std.Build.Step {
const gui_tests = b.addTest(.{
.name = "gui-tests",
.root_source_file = .{ .path = thisDir() ++ "/src/gui.zig" },
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}); });
const pkg = package(b, target, optimize, .{ b.installArtifact(tests);
.options = .{ .backend = .no_backend },
});
pkg.link(gui_tests);
return &b.addRunArtifact(gui_tests).step;
}
inline fn thisDir() []const u8 { tests.root_module.addImport("zgui_options", options_module);
return comptime std.fs.path.dirname(@src().file) orelse "."; tests.linkLibrary(imgui);
test_step.dependOn(&b.addRunArtifact(tests).step);
} }

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@ -1,6 +1,6 @@
.{ .{
.name = "zgui", .name = "zgui",
.version = "1.89.6", .version = "0.1.0",
.paths = .{ .paths = .{
"build.zig", "build.zig",
"build.zig.zon", "build.zig.zon",

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@ -189,6 +189,13 @@ static void SafeRelease(WGPUBuffer& res)
wgpuBufferRelease(res); wgpuBufferRelease(res);
res = nullptr; res = nullptr;
} }
// FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/9266c0d2d1390e50d2d8070896932c2564594407
static void SafeRelease(WGPUPipelineLayout& res)
{
if (res)
wgpuPipelineLayoutRelease(res);
res = nullptr;
}
static void SafeRelease(WGPURenderPipeline& res) static void SafeRelease(WGPURenderPipeline& res)
{ {
if (res) if (res)
@ -664,7 +671,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthWriteEnabled = false;
depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
// FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/03417cc77d15100b18c486b55db409ee5e9c363e
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
// FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/03417cc77d15100b18c486b55db409ee5e9c363e
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
// Configure disabled depth-stencil state // Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
@ -694,6 +709,8 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
SafeRelease(vertex_shader_desc.module); SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module); SafeRelease(pixel_shader_desc.module);
// FIX(zig-gamedev): https://github.com/ocornut/imgui/commit/9266c0d2d1390e50d2d8070896932c2564594407
SafeRelease(graphics_pipeline_desc.layout);
SafeRelease(bg_layouts[0]); SafeRelease(bg_layouts[0]);
return true; return true;

74
src/backend_glfw_dx12.zig Normal file
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@ -0,0 +1,74 @@
const gui = @import("gui.zig");
pub fn init(
window: *const anyopaque, // zglfw.Window
device: *const anyopaque, // ID3D12Device
num_frames_in_flight: u32,
rtv_format: c_uint, // DXGI_FORMAT
cbv_srv_heap: *const anyopaque, // ID3D12DescriptorHeap
font_srv_cpu_desc_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
font_srv_gpu_desc_handle: D3D12_GPU_DESCRIPTOR_HANDLE,
) void {
if (!ImGui_ImplGlfw_InitForOther(window, true)) {
@panic("failed to init glfw for imgui");
}
if (!ImGui_ImplDX12_Init(
device,
num_frames_in_flight,
rtv_format,
cbv_srv_heap,
font_srv_cpu_desc_handle,
font_srv_gpu_desc_handle,
)) {
@panic("failed to init d3d12 for imgui");
}
}
pub fn deinit() void {
ImGui_ImplGlfw_Shutdown();
ImGui_ImplDX12_Shutdown();
}
pub fn newFrame(fb_width: u32, fb_height: u32) void {
ImGui_ImplGlfw_NewFrame();
ImGui_ImplDX12_NewFrame();
gui.io.setDisplaySize(@as(f32, @floatFromInt(fb_width)), @as(f32, @floatFromInt(fb_height)));
gui.io.setDisplayFramebufferScale(1.0, 1.0);
gui.newFrame();
}
pub fn draw(
graphics_command_list: *const anyopaque, // *ID3D12GraphicsCommandList
) void {
gui.render();
ImGui_ImplDX12_RenderDrawData(gui.getDrawData(), graphics_command_list);
}
pub const D3D12_CPU_DESCRIPTOR_HANDLE = extern struct {
ptr: c_ulonglong,
};
pub const D3D12_GPU_DESCRIPTOR_HANDLE = extern struct {
ptr: c_ulonglong,
};
extern fn ImGui_ImplGlfw_InitForOther(window: *const anyopaque, install_callbacks: bool) bool;
extern fn ImGui_ImplGlfw_NewFrame() void;
extern fn ImGui_ImplGlfw_Shutdown() void;
extern fn ImGui_ImplDX12_Init(
device: *const anyopaque, // ID3D12Device
num_frames_in_flight: u32,
rtv_format: u32, // DXGI_FORMAT
cbv_srv_heap: *const anyopaque, // ID3D12DescriptorHeap
font_srv_cpu_desc_handle: D3D12_CPU_DESCRIPTOR_HANDLE,
font_srv_gpu_desc_handle: D3D12_GPU_DESCRIPTOR_HANDLE,
) bool;
extern fn ImGui_ImplDX12_Shutdown() void;
extern fn ImGui_ImplDX12_NewFrame() void;
extern fn ImGui_ImplDX12_RenderDrawData(
draw_data: *const anyopaque, // *ImDrawData
graphics_command_list: *const anyopaque, // *ID3D12GraphicsCommandList
) void;

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@ -460,6 +460,51 @@ ZGUI_API bool zguiDragScalarN(
return ImGui::DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, flags); return ImGui::DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, flags);
} }
ZGUI_API bool zguiBeginDragDropSource(ImGuiDragDropFlags flags = 0) {
return ImGui::BeginDragDropSource(flags);
}
ZGUI_API bool zguiSetDragDropPayload(
const char* type,
const void* data,
size_t sz,
ImGuiCond cond = 0
) {
return ImGui::SetDragDropPayload(type, data, sz, cond);
}
ZGUI_API void zguiEndDragDropSource() {
return ImGui::EndDragDropSource();
}
ZGUI_API bool zguiBeginDragDropTarget() {
return ImGui::BeginDragDropTarget();
}
ZGUI_API const ImGuiPayload* zguiAcceptDragDropPayload(
const char* type,
ImGuiDragDropFlags flags = 0
) {
return ImGui::AcceptDragDropPayload(type);
}
ZGUI_API void zguiEndDragDropTarget() {
return ImGui::EndDragDropTarget();
}
ZGUI_API const ImGuiPayload* zguiGetDragDropPayload() {
return ImGui::GetDragDropPayload();
}
ZGUI_API void zguiImGuiPayload_Clear(ImGuiPayload* payload) { payload->Clear(); }
ZGUI_API bool zguiImGuiPayload_IsDataType(const ImGuiPayload* payload, const char* type) {
return payload->IsDataType(type);
}
ZGUI_API bool zguiImGuiPayload_IsPreview(const ImGuiPayload* payload) {
return payload->IsPreview();
}
ZGUI_API bool zguiImGuiPayload_IsDelivery(const ImGuiPayload* payload) {
return payload->IsDelivery();
}
ZGUI_API bool zguiCombo( ZGUI_API bool zguiCombo(
const char* label, const char* label,
int* current_item, int* current_item,
@ -1025,7 +1070,7 @@ ZGUI_API void zguiPushStyleColor4f(ImGuiCol idx, const float col[4]) {
ImGui::PushStyleColor(idx, { col[0], col[1], col[2], col[3] }); ImGui::PushStyleColor(idx, { col[0], col[1], col[2], col[3] });
} }
ZGUI_API void zguiPushStyleColor1u(ImGuiCol idx, unsigned int col) { ZGUI_API void zguiPushStyleColor1u(ImGuiCol idx, ImU32 col) {
ImGui::PushStyleColor(idx, col); ImGui::PushStyleColor(idx, col);
} }
@ -1257,6 +1302,10 @@ ZGUI_API bool zguiIoGetWantCaptureKeyboard(void) {
return ImGui::GetIO().WantCaptureKeyboard; return ImGui::GetIO().WantCaptureKeyboard;
} }
ZGUI_API bool zguiIoGetWantTextInput(void) {
return ImGui::GetIO().WantTextInput;
}
ZGUI_API void zguiIoSetIniFilename(const char* filename) { ZGUI_API void zguiIoSetIniFilename(const char* filename) {
ImGui::GetIO().IniFilename = filename; ImGui::GetIO().IniFilename = filename;
} }
@ -1311,7 +1360,7 @@ ZGUI_API void zguiIoSetKeyEventNativeData(ImGuiKey key, int keycode, int scancod
ImGui::GetIO().SetKeyEventNativeData(key, keycode, scancode); ImGui::GetIO().SetKeyEventNativeData(key, keycode, scancode);
} }
ZGUI_API void zguiIoAddCharacterEvent(int c) { ZGUI_API void zguiIoAddCharacterEvent(unsigned int c) {
ImGui::GetIO().AddInputCharacter(c); ImGui::GetIO().AddInputCharacter(c);
} }
@ -1579,7 +1628,7 @@ ZGUI_API void zguiTableSetColumnEnabled(int column_n, bool v) {
ImGui::TableSetColumnEnabled(column_n, v); ImGui::TableSetColumnEnabled(column_n, v);
} }
ZGUI_API void zguiTableSetBgColor(ImGuiTableBgTarget target, unsigned int color, int column_n) { ZGUI_API void zguiTableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) {
ImGui::TableSetBgColor(target, color, column_n); ImGui::TableSetBgColor(target, color, column_n);
} }
//-------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------
@ -1727,7 +1776,7 @@ ZGUI_API void zguiDrawList_AddLine(
ImDrawList* draw_list, ImDrawList* draw_list,
const float p1[2], const float p1[2],
const float p2[2], const float p2[2],
unsigned int col, ImU32 col,
float thickness float thickness
) { ) {
draw_list->AddLine({ p1[0], p1[1] }, { p2[0], p2[1] }, col, thickness); draw_list->AddLine({ p1[0], p1[1] }, { p2[0], p2[1] }, col, thickness);
@ -1737,7 +1786,7 @@ ZGUI_API void zguiDrawList_AddRect(
ImDrawList* draw_list, ImDrawList* draw_list,
const float pmin[2], const float pmin[2],
const float pmax[2], const float pmax[2],
unsigned int col, ImU32 col,
float rounding, float rounding,
ImDrawFlags flags, ImDrawFlags flags,
float thickness float thickness
@ -1749,7 +1798,7 @@ ZGUI_API void zguiDrawList_AddRectFilled(
ImDrawList* draw_list, ImDrawList* draw_list,
const float pmin[2], const float pmin[2],
const float pmax[2], const float pmax[2],
unsigned int col, ImU32 col,
float rounding, float rounding,
ImDrawFlags flags ImDrawFlags flags
) { ) {
@ -1760,10 +1809,10 @@ ZGUI_API void zguiDrawList_AddRectFilledMultiColor(
ImDrawList* draw_list, ImDrawList* draw_list,
const float pmin[2], const float pmin[2],
const float pmax[2], const float pmax[2],
unsigned int col_upr_left, ImU32 col_upr_left,
unsigned int col_upr_right, ImU32 col_upr_right,
unsigned int col_bot_right, ImU32 col_bot_right,
unsigned int col_bot_left ImU32 col_bot_left
) { ) {
draw_list->AddRectFilledMultiColor( draw_list->AddRectFilledMultiColor(
{ pmin[0], pmin[1] }, { pmin[0], pmin[1] },
@ -1781,7 +1830,7 @@ ZGUI_API void zguiDrawList_AddQuad(
const float p2[2], const float p2[2],
const float p3[2], const float p3[2],
const float p4[2], const float p4[2],
unsigned int col, ImU32 col,
float thickness float thickness
) { ) {
draw_list->AddQuad({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col, thickness); draw_list->AddQuad({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col, thickness);
@ -1793,7 +1842,7 @@ ZGUI_API void zguiDrawList_AddQuadFilled(
const float p2[2], const float p2[2],
const float p3[2], const float p3[2],
const float p4[2], const float p4[2],
unsigned int col ImU32 col
) { ) {
draw_list->AddQuadFilled({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col); draw_list->AddQuadFilled({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col);
} }
@ -1803,7 +1852,7 @@ ZGUI_API void zguiDrawList_AddTriangle(
const float p1[2], const float p1[2],
const float p2[2], const float p2[2],
const float p3[2], const float p3[2],
unsigned int col, ImU32 col,
float thickness float thickness
) { ) {
draw_list->AddTriangle({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col, thickness); draw_list->AddTriangle({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col, thickness);
@ -1814,7 +1863,7 @@ ZGUI_API void zguiDrawList_AddTriangleFilled(
const float p1[2], const float p1[2],
const float p2[2], const float p2[2],
const float p3[2], const float p3[2],
unsigned int col ImU32 col
) { ) {
draw_list->AddTriangleFilled({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col); draw_list->AddTriangleFilled({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col);
} }
@ -1823,7 +1872,7 @@ ZGUI_API void zguiDrawList_AddCircle(
ImDrawList* draw_list, ImDrawList* draw_list,
const float center[2], const float center[2],
float radius, float radius,
unsigned int col, ImU32 col,
int num_segments, int num_segments,
float thickness float thickness
) { ) {
@ -1834,7 +1883,7 @@ ZGUI_API void zguiDrawList_AddCircleFilled(
ImDrawList* draw_list, ImDrawList* draw_list,
const float center[2], const float center[2],
float radius, float radius,
unsigned int col, ImU32 col,
int num_segments int num_segments
) { ) {
draw_list->AddCircleFilled({ center[0], center[1] }, radius, col, num_segments); draw_list->AddCircleFilled({ center[0], center[1] }, radius, col, num_segments);
@ -1844,7 +1893,7 @@ ZGUI_API void zguiDrawList_AddNgon(
ImDrawList* draw_list, ImDrawList* draw_list,
const float center[2], const float center[2],
float radius, float radius,
unsigned int col, ImU32 col,
int num_segments, int num_segments,
float thickness float thickness
) { ) {
@ -1855,7 +1904,7 @@ ZGUI_API void zguiDrawList_AddNgonFilled(
ImDrawList* draw_list, ImDrawList* draw_list,
const float center[2], const float center[2],
float radius, float radius,
unsigned int col, ImU32 col,
int num_segments int num_segments
) { ) {
draw_list->AddNgonFilled({ center[0], center[1] }, radius, col, num_segments); draw_list->AddNgonFilled({ center[0], center[1] }, radius, col, num_segments);
@ -1864,7 +1913,7 @@ ZGUI_API void zguiDrawList_AddNgonFilled(
ZGUI_API void zguiDrawList_AddText( ZGUI_API void zguiDrawList_AddText(
ImDrawList* draw_list, ImDrawList* draw_list,
const float pos[2], const float pos[2],
unsigned int col, ImU32 col,
const char* text_begin, const char* text_begin,
const char* text_end const char* text_end
) { ) {
@ -1875,7 +1924,7 @@ ZGUI_API void zguiDrawList_AddPolyline(
ImDrawList* draw_list, ImDrawList* draw_list,
const float points[][2], const float points[][2],
int num_points, int num_points,
unsigned int col, ImU32 col,
ImDrawFlags flags, ImDrawFlags flags,
float thickness float thickness
) { ) {
@ -1886,7 +1935,7 @@ ZGUI_API void zguiDrawList_AddConvexPolyFilled(
ImDrawList* draw_list, ImDrawList* draw_list,
const float points[][2], const float points[][2],
int num_points, int num_points,
unsigned int col ImU32 col
) { ) {
draw_list->AddConvexPolyFilled((const ImVec2*)&points[0][0], num_points, col); draw_list->AddConvexPolyFilled((const ImVec2*)&points[0][0], num_points, col);
} }
@ -1897,7 +1946,7 @@ ZGUI_API void zguiDrawList_AddBezierCubic(
const float p2[2], const float p2[2],
const float p3[2], const float p3[2],
const float p4[2], const float p4[2],
unsigned int col, ImU32 col,
float thickness, float thickness,
int num_segments int num_segments
) { ) {
@ -1911,7 +1960,7 @@ ZGUI_API void zguiDrawList_AddBezierQuadratic(
const float p1[2], const float p1[2],
const float p2[2], const float p2[2],
const float p3[2], const float p3[2],
unsigned int col, ImU32 col,
float thickness, float thickness,
int num_segments int num_segments
) { ) {
@ -1927,7 +1976,7 @@ ZGUI_API void zguiDrawList_AddImage(
const float pmax[2], const float pmax[2],
const float uvmin[2], const float uvmin[2],
const float uvmax[2], const float uvmax[2],
unsigned int col ImU32 col
) { ) {
draw_list->AddImage( draw_list->AddImage(
user_texture_id, user_texture_id,
@ -1950,7 +1999,7 @@ ZGUI_API void zguiDrawList_AddImageQuad(
const float uv2[2], const float uv2[2],
const float uv3[2], const float uv3[2],
const float uv4[2], const float uv4[2],
unsigned int col ImU32 col
) { ) {
draw_list->AddImageQuad( draw_list->AddImageQuad(
user_texture_id, user_texture_id,
@ -1973,7 +2022,7 @@ ZGUI_API void zguiDrawList_AddImageRounded(
const float pmax[2], const float pmax[2],
const float uvmin[2], const float uvmin[2],
const float uvmax[2], const float uvmax[2],
unsigned int col, ImU32 col,
float rounding, float rounding,
ImDrawFlags flags ImDrawFlags flags
) { ) {
@ -2001,11 +2050,11 @@ ZGUI_API void zguiDrawList_PathLineToMergeDuplicate(ImDrawList* draw_list, const
draw_list->PathLineToMergeDuplicate({ pos[0], pos[1] }); draw_list->PathLineToMergeDuplicate({ pos[0], pos[1] });
} }
ZGUI_API void zguiDrawList_PathFillConvex(ImDrawList* draw_list, unsigned int col) { ZGUI_API void zguiDrawList_PathFillConvex(ImDrawList* draw_list, ImU32 col) {
draw_list->PathFillConvex(col); draw_list->PathFillConvex(col);
} }
ZGUI_API void zguiDrawList_PathStroke(ImDrawList* draw_list, unsigned int col, ImDrawFlags flags, float thickness) { ZGUI_API void zguiDrawList_PathStroke(ImDrawList* draw_list, ImU32 col, ImDrawFlags flags, float thickness) {
draw_list->PathStroke(col, flags, thickness); draw_list->PathStroke(col, flags, thickness);
} }
@ -2071,7 +2120,7 @@ ZGUI_API void zguiDrawList_PrimRect(
ImDrawList* draw_list, ImDrawList* draw_list,
const float a[2], const float a[2],
const float b[2], const float b[2],
unsigned int col ImU32 col
) { ) {
draw_list->PrimRect({ a[0], a[1] }, { b[0], b[1] }, col); draw_list->PrimRect({ a[0], a[1] }, { b[0], b[1] }, col);
} }
@ -2082,7 +2131,7 @@ ZGUI_API void zguiDrawList_PrimRectUV(
const float b[2], const float b[2],
const float uv_a[2], const float uv_a[2],
const float uv_b[2], const float uv_b[2],
unsigned int col ImU32 col
) { ) {
draw_list->PrimRectUV({ a[0], a[1] }, { b[0], b[1] }, { uv_a[0], uv_a[1] }, { uv_b[0], uv_b[1] }, col); draw_list->PrimRectUV({ a[0], a[1] }, { b[0], b[1] }, { uv_a[0], uv_a[1] }, { uv_b[0], uv_b[1] }, col);
} }
@ -2097,7 +2146,7 @@ ZGUI_API void zguiDrawList_PrimQuadUV(
const float uv_b[2], const float uv_b[2],
const float uv_c[2], const float uv_c[2],
const float uv_d[2], const float uv_d[2],
unsigned int col ImU32 col
) { ) {
draw_list->PrimQuadUV( draw_list->PrimQuadUV(
{ a[0], a[1] }, { b[0], b[1] }, { c[0], c[1] }, { d[0], d[1] }, { a[0], a[1] }, { b[0], b[1] }, { c[0], c[1] }, { d[0], d[1] },
@ -2110,7 +2159,7 @@ ZGUI_API void zguiDrawList_PrimWriteVtx(
ImDrawList* draw_list, ImDrawList* draw_list,
const float pos[2], const float pos[2],
const float uv[2], const float uv[2],
unsigned int col ImU32 col
) { ) {
draw_list->PrimWriteVtx({ pos[0], pos[1] }, { uv[0], uv[1] }, col); draw_list->PrimWriteVtx({ pos[0], pos[1] }, { uv[0], uv[1] }, col);
} }
@ -2189,7 +2238,7 @@ ZGUI_API void zguiPlot_PushStyleColor4f(ImPlotCol idx, const float col[4]) {
ImPlot::PushStyleColor(idx, { col[0], col[1], col[2], col[3] }); ImPlot::PushStyleColor(idx, { col[0], col[1], col[2], col[3] });
} }
ZGUI_API void zguiPlot_PushStyleColor1u(ImPlotCol idx, unsigned int col) { ZGUI_API void zguiPlot_PushStyleColor1u(ImPlotCol idx, ImU32 col) {
ImPlot::PushStyleColor(idx, col); ImPlot::PushStyleColor(idx, col);
} }